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Showing content with the highest reputation on 09/21/2017 in all areas

  1. Creature Restoration Project Loads of creatures were designed by the Ascaron developers and shipped with the game, but were never activated. Almost of all these have already been restored in Diablo 2 Fallen. Now they are available to players who want to play the original Sacred 2. What follows are all 100% Ascaron-created designs, not fan inventions. ======================================== The following enemies have new skins: Elite Albino Rats Elite Flying Eyes Elite Flying Demons Elite Felon Elite Ursaron Elite Lupan Elite Spiders & Spitting Spiders Wolf Rider Hunters Wolf Rider Scouts Swamp Rats Mudsuckers Mud Snappers Weaving Spiders Small Snappers Shifting Stones ------------------------------------------------------------------------------------------------------- The following quest enemies now have new skins: Magmadur now uses his inactive "fire dragon" creature entry instead of being a duplicate of the Grunwald Dragon. Walther (Christmas Yeti boss) no longer identical to The Guardian boss. Now uses an inactive Christmas Troll design. The Ice Hydra is now a more powerful boss-level opponent. It only appears in the Christmas Quest now (no longer part of the Northland Expedition - replaced with Fury Broodmother). Fury Broodmother activated, uses Harpy mini-boss design, replaces the Ice Hydra as a boss in the Northland Expedition. Mesmerized/Savage Werewolves (from the quest "The Werewolf Hunt") now use the unique appearance that Ascaron designed for them, and are now consistently called "Wild Werewolves" in keeping with the quest dialogue and journal. Lord of the Castle NPC ("By Order of the Crown" chain quest) now uses the unique appearance that Ascaron designed. Dr. Faust now uses an inactive human mage design with runic robes. Generic Zombies from the Shadow Warrior's class quest ("Past Mistakes" phase) are replaced with previously inactive Undead Elves and Undead Orcs. The Undead Ogres from this same quest are upgraded to elite status. The two "Master of the Hunt" orcs (Ogan Kandimiro and Lupus Coldhand) are now the unique boss creatures that Ascaron designed instead of generic orc hunters. Updated Nor Plat chain quests "Hired Assassins (Light)" and "Hired Assassins (Shadow)". Corrected some text and also activated the unique NPC appearances that were designed for the characters involved. ------------------------------------------------------------------------------------------------------- The following enemies are creatures that were not present in the game at all, but are now reactivated: Gargantura spider creature is activated and added to Cursed Forest. Nur-Trak (yellow) Goblins and Ogres activated and assigned as the elites of each of their respective types. Ogre clan Champion designs: Grurag (blue) and Ore-Thag (red) are activated and added to Nor Plat. Black Panthers are now in Jungle region and red-striped Panthers are now activated and added to Cursed Forest. Armored Red Demon Lord is activated and added to Wasteland. Green Swamp Demon is activated and added to the Swamp. Red Draconic Dragonfly activated and added to the Cursed Forest. Arctic Wolves are activated and added to the Northland. Frost Imp is activated and added to Crystal Plane. Yeti Hunter is activated and added to Crystal Plane. Green elite Forest Spirit is activated and added to Dyr Lain. Giant Scarab (non-mutated) is activated and added to the Bengaresh Desert and Wastelands. T-Energy Dragon boss and Small Mutated Dragons activated and added to the the T-Energy Field. Mutated Skeletons activated and added to the T-Energy Field and western Swamp. Activated 3 unused Zombie skins.
    8 points
  2. Success! Rune stacking now treats runes from different difficulties as different stacks. The voting results were in favor of this new feature, and my only objection to it is now gone. So I'm now closing the poll and moving forward with rune stacking as part of the new CM Patch. Thanks to Dmitriy for his coding wizardry and thanks to everyone who voted and wrote in their thoughts on the matter!
    2 points
  3. Another chunk of the CM 1.60 Changelog. Text and UI Fixes The GUI background is now less transparent so that text is easier to read. Grunwald, Swamp, Desert, and Girvym Dragons now display correct names in the "Last Opponent" window. Destructible "enemies" like Crystal Traps and Cursed Banners now have names in the "Last Opponent" window. Scaron boss now has a portrait in the "Last Opponent" window. Enemy names now fit better in the "Last Opponent" window without being cut off. Improved and clarified tooltip text for attributes. Damage modifier now appears in the Willpower tooltip if applicable (for lightsabers). Percents, not flat numbers, are now correctly shown in tooltips for Combat Discipline and Speed Lore. Corrected all instances where "Urtamark" is mispelled as "Urthamark." Corrected all instances where "Lakeview Tavern" is called "Ocean View Tavern." Corrected loading screen tips where "Cooldown" is used instead of "Regeneration Time" Corrected loading screen tips where "Frost" is used instead of "Ice." Corrected loading screen tip where CTRL+Click is said to be the command for directing minions, when in fact it is SHIFT+Click. Tornado and Gust of Wind are no longer called "Whirlwind" and "Flurry" in the rune exchange window. Master of the Hunt quest: Corrected mention of the city "Grurag-Orc" to the actual name of the city, Entruag. Sar'Thaz and Bengaresh Threshold now display their proper names onscreen when the player arrives, instead of "Arena of the Winged Ones" and "Red River," respectively. Corrected several lines in the various localizations that had incorrect or awkward translations (thanks to all the translators and bug reporters!). Using SHIFT+Click for minions was a big revelation for me. I thought directing minions was broken, when it turns out simply the game tip was wrong. See this post for more pics of the new, easy-to-read User Interface. Most of the missing enemy names were previously added in Diablo 2 Fallen. However, the names for the traps in the Crystal Plane and Cursed Forest are brand new. Poor Scaron never even had a portrait assigned to him. I had to make one from scratch. Big thanks to dimitrius154 for doing the necessary coding to get tooltips corrected for Willpower, Speed Lore, and Combat Discipline. He also figured the scripting necessary to get Bengaresh Threshold and Sar'Thaz names displaying properly. We erroneously thought it was a hard-coded issue for years. Read about the long and winding road leading to solving that bug here. MUCH appreciation to all translators who pitched in to get the CM Patch ready for all 10 localizatons. Caledor, Czevak, desm, thareross, dimitrius154, thank you! ==================================================== Quest Fixes Arena fighting rescripted (LUA code review: onRespawn). Quest targets in the Thylysium quest "The Usurer" will now appear and be attackable. There are no longer duplicate "Sister of the Archaeologist" NPC's standing in the same spot in Orcish Byway. Dragon Mage now makes comments when approaching quest bosses, like the other characters. All characters now have voiced comments when accepting new quests. The first three changes listed above are the work of quest script guru Marcuswob before he retired from the CM Patch. I carried them over from the previous test release. I believe the "Arena Fighting" refers to those quests with waves of enemies in arena locations. If you die during the quests, they should now resolve properly instead of glitching. I had Dmitriy pursue the issue of the missing "Quest Acceptance" voices mainly due to the persistence of one user, TonyG, who has been checking his topic for years, and also PM'd me about it. Tony, if you're out there, quest accept voices are finally restored! In the process, we also noticed the Dragon Mage was not making comments about the main quest bosses when he approached them. That's been fixed as well.
    1 point
  4. "The problem with today's world is that everyone believes they have the right to express their opinion AND have others listen to it. The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstratively nonsense." Attributed to Professor Brian Cox
    1 point
  5. Player Equipment Fixes Kickin' it into overdrive now. Loot, loot, loot. Sacred 2 players want their sweet drops, their killer stats, and their cool-looking gear. CM 1.60 delivers. ====================================================== Item Drops: Added several missing Legendaries (Tier 15 items) to the proper drop lists. After studying the drop lists for a long time, I was able to identify that some Legendaries are just flat out missing. Triple-checking them against other Legendaries which actually drop properly, I saw that some corrections need to be made. This includes nearly all of the vanilla all-class mini-sets. Battery from Kendric's Archon set (Kendric's Core) now drops. Afirdnasy's Shuriken will now properly drop. Magic-tier Throwing Potions should drop more often now (corrected typo in drop lists). --------------------------------------------------- Item Appearance and SFX: Lightsaber ambient hum is now a more appropriate (quieter) volume. Improved visible seams on High Elf's base model. This was a side effect of bringing in new High Elf sets in CM 1.50. Pesmontis kindly updated the Elf's model to remove the seams on her torso and legs. Leg from the High Elf's Frozen Gems set (Blue Carbuncle) no longer flashes and glows. Boots and torso armor from High Elf's Children of Asha set receive improved models from dimitrius154. She had a double cape mesh on the torso, and the boot spikes would stretch when moving. Both now fixed. Inquisitor's Judicator set now has upgraded models and textures from dimitrius154. A big overhaul, now skeletal and spiky in design. Shadow Warrior's sets Scourge of Lordaeron and the Doom Guard Armor now have improved models and textures from dimitrius154. Wings from Seraphim's Genesis Siderea set (Star Meadows) no longer have bugged textures with black spots. 3 very small 1-handed longsword models are rescaled to be larger. 4 of the smaller 2-handed swords are rescaled to be larger and more appropriately proportioned. All bows in the game now have bowstrings. Thanks Pesmontis! 2 new clubs and 2 new shields added in CM 1.50 now have the metal shader. These items were extremely dull and dingy before, not befitting their unique status. Energy Weapons and Pistols now get damage type VFX applied. Yep, poison, fire, ice, and magic FX now all apply to energy weapons. Restored 8 item designs that were present in the CM Items Mod 1.2 but were removed for possible copyright issues (which are now resolved) when the mod was integrated into CM Patch 1.50. These are the Titan Quest and Torchlight Easter Egg weapons made by Silver Fox. --------------------------------------------------- Item Stats: Denderan's Reserve (Shadow Warrior set armor) now has its missing Malevolent Champion Focus bonus. Formerly it had Exalted Warrior Focus assigned, which usually wouldn't even appear. Ilgard's Visions (Inquisitor set armor) now has its missing Aspect: Gruesome Inquisition bonus. Formerly it had Aspect: Arrant Pyromancer assigned, which usually wouldn't even appear. Heart of the Hunter amulet (quest reward for Hunting Fever 2) now has its missing second bonus (Regeneration Time -X%). This bonus was already scripted but it will only appear on unique items, while the amulet was flagged as a rare item. So I simply increased the item tier to allow the bonus to spawn. The axes in the set Flesh Eaters' Implements now have improved base damage. Recurve Bows now have higher base damage than Long Bows. From Wikipedia: "A recurve bow stores more energy and delivers energy more efficiently than the equivalent straight-limbed bow, giving a greater amount of energy and speed to the arrow." They used to be in-between short bows and long bows. Now they're the premium damage-dealers. Ettolrahc Notwen's Recurve Bow is now classified as a Recurve Bow. "Opponent's Chance to Reflect: Close Combat -X%" modifier no longer appears on ranged weapons. Removed Block Chance: Knockback modifier from equipment because enemies no longer cause this effect. Replaced with Block Chance: Stun on uniques. Dragon Mage's combat arts, aspect regeneration, and aspect skills are now possible bonuses on most random items. This was a pretty egregious vanilla bug. Big thanks to jordan0422 who helped me list all the missing bonuses. Random Magic Staffs now have skill-unlockable bonuses based on the Magic Staff skill, just like other weapon classes. The skill "Magic Staffs" will now unlock: Normal: Casting Speed, Spell Intensity Magic: Block Chance: Combat Arts, Block Chance: Close Combat Rare: Chance to Halve Regeneration Time, Combat Art Range Magic Staffs now shoot ranged projectiles right from the start, even without the Magic Staffs skill. This fixes a serious exploit where a multi-hit weapon CA with staves could hit everything on screen (Darting Assault users, you know you're guilty).
    1 point
  6. Haven't played for a bit...got burned out (over 2500 hrs played) so I've been waiting for the expansion to arrive before playing again. Looks like the wait may soon be over. Scheduled for October 2017 release. If you have the Loyalist Edition, you will get it for free, otherwise they're asking 17.99 USD for it. Well worth the price IMHO. Oh here's a trailer
    1 point
  7. Nooooooo!! I could do that with Diablo 2 Fallen. I have a full bestiary already created on my hard drive. We're coming to the home stretch now. I have a big update of unlocked items and enemy equipment fixes tonight. And then there's "just" the General Changes, which include an awful lot of really neat coding by dimitrius154. Naturally I'm saving that for tomorrow, right before the big Beta release.
    1 point
  8. 1 point
  9. Flix, these creature collages y0u put togeter btw are very beautiful. Kind of like a tapestry of the impossibles Just got me to thinking if every single enemy in all of Sacred were to pose properly for your camera we'd have an insane wall cover gogo
    1 point
  10. Bravo all, this topic's turned out so well! Schot's idea to bring the topic up head and center... we've never done that before and we've illicited a lot of responses. As Flix said, it's great seeing the community come out to make these decisions... heartwarming...the force is still strong in sacred gogo
    1 point
  11. I think we can all agree there!
    1 point
  12. Ladies and Gentlemen, the difficulty level filter is in. Stackable items will only stack if they are of the same difficulty, effectively removing property mismatch. Stacks have been increased to 99.
    1 point
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